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Plutonium

fedundefined

fed

@fed
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  • [For fun release] Guided AH-6
    fedundefined fed

    Also for explosive bullets, I tried this, works pretty well but the player might shoot himself and die

    player.onNotify("weapon_fired", fun[player](arguments) {
          player.setweaponammoclip(player.getcurrentweapon(), player.getweaponammostock(player.getcurrentweapon()));
          shootBullet(player, "ac130_25mm_mp");
    });
    def getCrosshairTraceOrigin(player) {
    	var eye = player.getEye();
            var vec = gsc.anglesToForward(player.getPlayerAngles());
    	var end = [ vec[0] * 100000000, vec[1] * 100000000, vec[2] * 100000000 ];
    	return end;
    }
    def shootBullet(player, weapon) {
    	gsc.MagicBullet(weapon, player.getEye(), getCrosshairTraceOrigin(player), player);
    }
    

    Idk why the code block looks like this
    Also tried to add a turret but it wont let me use it

    var org = player.getOrigin();
    var turret = gsc.spawnTurret( "misc_turret", [org[0] + 10, org[1] + 10, org[2] + 50], "pavelow_minigun_mp" );
    turret.setModel("weapon_minigun");
    turret.rotateyaw(player.getPlayerAngles()[1])
    turret.maketurretoperable();
    turret.makeUsable();
    turret.set("angles", [ 0, player.getPlayerAngles()[1], 0])
    turret.linkto(heli)
    

  • [For fun release] Guided AH-6
    fedundefined fed

    I also found that this works fine aswell

    setTimeout(fun[directionEnt]() {
        directionEnt.delete();
    }, 100);
    

    but moveTo is probably better


  • [For fun release] Guided AH-6
    fedundefined fed

    I did try setOrigin but the server crashed, and you're right, I played for about 2 mins and it also crashed, would deleting directionEnt fix this?


  • [For fun release] Guided AH-6
    fedundefined fed

    This solves the problem of settargetyaw missing

    if (heli_angles[1] > 360) { heli_angles[1] = 0; }
    if (heli_angles[1] < 0) { heli_angles[1] = 360; }
    var angle = heli_angles[1];
    var direction = [ heli.getOrigin()[0] + 100 * gsc.cos(angle), heli.getOrigin()[1] + 100 * gsc.sin(angle), heli.getOrigin()[2] ];
    var directionEnt = gsc.Spawn( "script_origin", direction);
    

  • Make model solid
    fedundefined fed

    I'm making an elevator script, but I can't figure out how to make the model solid (so you dont just walk through it), i tried solid() but it doesnt work.

        var elev = gsc.spawn("script_model", start);
        elev.setModel("com_plasticcase_friendly");
        elev.solid();
    

  • Give killstreak
    fedundefined fed

    S3VDITO dope thanks!


  • Give killstreak
    fedundefined fed

    Alright so this is what I came up with, its not perfect but works.
    Only needs the aftermath effect or whatever its called

    // player is the player that got the nuke
    def nukePlayers(player) {
    	gsc.setDvar("ui_bomb_timer", 4);
    	gsc.setDvar("ui_nuke_end_milliseconds", gsc.gettime() + 10 * 1000);
    	gsc.iPrintlnBold("^1TACTICAL NUKE INCOMING");
    	var count = 0;
    	gsc.playsound("ui_mp_nukebomb_timer");
    	setInterval(fun[count]() {
    		if (count < 10) {
    			gsc.playsound("ui_mp_nukebomb_timer");
    			++count;
    		}
    	}, 1000);
    	setTimeout(fun[player]() {
    		gsc.playsound("nuke_explosion");
    		gsc.playsound("nuke_wave");
    		gsc.SetSlowMotion( 1.0, 0.25, 0.5 );
    		gsc.setDvar("ui_bomb_timer", 0);
    		setTimeout(fun[player]() {
    			// kills all players except the one that got the nuke
    			for (var i = 0; i < players.size; ++i) {
    				if (players[i].getGuid() == player.getGuid()) {
    					continue;
    				}
    				explodePlayer(players[i], player);
    				var playerN = players[i];
    				playerN.onNotify("death", fun[playerN](arguments) {
    					playerN.setempjammed(true);
    					gsc.SetSlowMotion( 0.25, 1, 2.0 );
    				});
    			}
    		        endMatch();
    		}, 2000);
    	}, 10000);
    }
    
    // shoots an ac130 round at the player
    def explodePlayer(player, attacker) {
    	var eye = player.getEye();
    	var end = player.getOrigin();
    	gsc.MagicBullet("ac130_105mm_mp", [eye[0], eye[1], eye[2] + 70 ], eye, attacker);
    }
    
    def endMatch() {
    	gsc.setDvar("scr_dm_timelimit", 0.001);
    }
    

  • Give killstreak
    fedundefined fed

    Thanks for the very detailed answer, i guess ill just make my own nuke


  • Give killstreak
    fedundefined fed

    Hi i made a gungame script, i want the last "weapon" to be the moab but i can't figure out how. anybody know what the function to give killstreaks in chaiscript is?

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